Vista Munching
#13308 posted by ijed on 2016/02/15 03:28:22
Kinn, use detail brushes!
The longest compile phase should now always be light.
Yes there are complaints that my maps don't run on everyone's computer. But mine cost 200 quid and runs them all at 30+
Autocorrect :(
#13309 posted by ijed on 2016/02/15 03:40:29
#13310 posted by Kinn on 2016/02/15 14:49:50
Kinn, use detail brushes!
Word up, yeah I use detail. It'll be fine, I just called it a vis-mulcher to imply that its layout is somewhat...not very retro.
Will TB2 Be Able To Import/export Prefabs?
#13311 posted by aDaya on 2016/02/15 21:15:33
Tank.
#13312 posted by Shambler on 2016/02/16 16:32:35
Really cool, very appropriate for the future Quake world, got a burly and gritty look.
Got my inspiration from looking at references from command and conquer. I intend on a couple more prefab vehicles to round out the base... The level is fairly complete in terms of geometry tbh.
KF2 Map KF-SweetDreams
#13314 posted by Zwiffle on 2016/02/19 02:30:43
http://imgur.com/a/ijNgv
http://www.moddb.com/games/killing-floor-2/addons/kf-sweetdreams#downloadsform
Not really a 'beta' I guess since I'm done with it barring game-breaking bugs that need fixing, but otherwise yeah I'm pooped on it. :(
Another Vehicle...
I found a texture flat of a vehicle from C&C, basically put it into Quake... Will probably need to modify the texture if I am to use it.
http://www.quaketastic.com/files/screen_shots/5thvehicle1.jpg
#13316 posted by JneeraZ on 2016/02/21 18:50:12
Ha! Brilliant 5th ...
Awww
#13317 posted by DaZ on 2016/02/21 20:41:07
is Quaketastic down? The image doesn't load ;(
Should work now? I dunno, I wrote over the original file.
Should work now? I dunno, I wrote over the original file.
Haha Nice
#13320 posted by DaZ on 2016/02/21 21:14:22
actually works surprisingly well
I just need to remove the GDI markings and put my own stamp on it. Probably will use the quake skull markings or whatever is normally used in the base maps. I have Speedy's signature all over my map. I know it's his texture set but it's kind of immersion breaking... obviously he'll get readme credits and stuff.
It's a shame I'm not a better texture artist, I would love a range of vehicle prefabs that can be added to base maps.
Yes
#13323 posted by madfox on 2016/02/21 23:02:49
texturing can be a hard job.
Looks Neat Fifth
#13324 posted by nitin on 2016/02/22 03:59:40
Nice Vehicle!
#13325 posted by mankrip on 2016/02/22 12:14:19
#13326 posted by mankrip on 2016/02/22 12:34:33
Texture definition test. 512*512 @ 0.25 scale:
http://www.quaketastic.com/files/screen_shots/scr_0728.png
Still using the Quake palette.
FifhElephant
#13327 posted by starbuck on 2016/02/23 15:10:33
absolutely love that, great job! What C&C game is that? So you took the texture and made the model yourself?
starbuck... I just googled "c&c vehicles" and someone had the flat texture map, so I converted it to the quake palette (actually zero hassle, most of the colour was retained), and built the thing with brushes.
I haven't made anything proper in a model program since I was in college, I need to learn how to do that stuff at some point.
#13329 posted by starbuck on 2016/02/23 15:17:50
ah cool, not a stressful process then! Definitely enjoy the result though. Wonder if there's more stuff from that universe that'd fit in quake, quite a nice look that I we don't normally see :)
C&C has the right amount of gritty chunky design that can be converted to quake. The tank I made was based on the GDI Predator tank from Generals, although I didn't have any textures to work with on that. It's all brushwork and whatever stock textures that fit.
There's some definite vehicles I want to see. I would love a big blimp, a submarine and some kind of futuristic chinook or jet.
I have some ideas in my head for those. I think it would be nice to utilise AD's extra functions, like a futuristic plane could hover like a harrier jet (this could be done with func_bob quite nice I think). And it would be cool to use them in some kind of set piece, maybe have the tank be used as an objective where you blow a hole in a wall to progress?
Mankrip
#13331 posted by adib on 2016/02/23 16:48:20
When can I get my filthy hands on Retroquad (alpha, beta...)?
#13332 posted by mankrip on 2016/02/23 18:11:05
There's still a lot of work to do, so I can't predict it yet.
I want it to be actually usable, not just a gimmicky engine. And I'm also simultaneously developing a whole game on top of it.
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